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Mirror's Edge PhysX Performance: PPU vs GPU vs CPU

I dunno about that... even with a modified version of the tokamak source with optimization for intel core 2 instruction sets its still not hugely faster than physx for software physics. Tho thats just like for like benchmarks with 2000 sphere RBs not sure what would happen with more complex physics.
 
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If they used all the resources on the CPU, they could likely double non-PPU/GPU assisted scores, which in turn would mean an add-in card for PhysX would only add a mediocre boost in overall performance... Heheh, makes me think all this hardware assisted physics stuff is just a load of hot air. :p

I have had my suspicions of PhysX CPU utilization,optimization for quite some time.
 
I dunno about that... even with a modified version of the tokamak source with optimization for intel core 2 instruction sets its still not hugely faster than physx for software physics.

Proof is in the pudding which they will not do because anything that improves PhysX on the CPU is a little less reason to own a physx card.
The wider you make the gap the better it looks.
NV are not in it to help the sales of games, they want to sell hardware and you don't put more effort than the bear minimum to function into making software run better on competing hardware .
 
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Yeah I'm just saying with another physics engine without the possible bias... even running less accurate simulations with full mutli threaded and instruction set optimization (not my work I'm just using the API) its not significantly faster than physx for software simulations. And its as like for like as possible as most calls are possible to translate between APIs with marginal difference to the code.
 
The PPU add in card does very well indeed & out does the NV260-216.

Understandable since it isn't stealing resources from the GPU, it's not that the PPU is faster just that the GPU can put 100% of resources into graphics without the burden of physics.

A GPU will be capable of far more physics than one of Ageia's old PPU's though.
 
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Yeah I'm just saying with another physics engine without the possible bias... even running less accurate simulations with full mutli threaded and instruction set optimization (not my work I'm just using the API) its not significantly faster than physx for software simulations. And its as like for like as possible as most calls are possible to translate between APIs with marginal difference to the code.

As been stated in posts on the other forum which i have linked to.
I mean seriously, swinging curtains and glass on the floor is a 2009 tech? Give me a break. Hitman 47 could do all that. Then there is awesome Red Faction, Splinter Cell, Max Payne 2. All physically superior to most of today's games.
And to aad BLACK had Glass incredible effects.

CryoS PhysX water effects did nothing for my & im more impressed with ATI's ToyShop random water generator http://www2.ati.com/misc/demos/ati-demo-toyshop-v1.2.exe Edit the screen res in the Sushi Configuration Settings.
 
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Splinter cell (quite a few years back) has pretty awesome cloth simulations (hanging curtains, shower curtains, blinds, etc.) but they were limited to 1 per current scene or performance took a massive nose dive, in the few scenes where there was 2-3 instances performance dropped by 2/3rds. With a GPU you could use that effect extensively throughout the scene.

I have no doubt that it would be possible to squeeze quite a bit more software performance out of physx with the right motivation but it would not be in any way comparable to high end GPU performance. A 260 at 756MHz v a Q6600 @ 3.6gig is between 20 and 60 times faster at doing physics depending on what kind of physics you have in the scene, even with some pretty heavy weight optimization to the software code for extensive effects its still going to be a minimum of 10x faster.
 
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Splinter cell (quite a few years back) has pretty awesome cloth simulations (hanging curtains, shower curtains, blinds, etc.) but they were limited to 1 per current scene or performance took a massive nose dive, in the few scenes where there was 2-3 instances performance dropped by 2/3rds. With a GPU you could use that effect extensively throughout the scene.

I have no doubt that it would be possible to squeeze quite a bit more software performance out of physx with the right motivation but it would not be in any way comparable to high end GPU performance. A 260 at 756MHz v a Q6600 @ 3.6gig is between 20 and 60 times faster at doing physics depending on what kind of physics you have in the scene, even with some pretty heavy weight optimization to the software code for extensive effects its still going to be a minimum of 10x faster.

Comparable was not the point because if PhysX on the CPU was, then it would be the number 1 reason not to make it happen on the CPU.

It does not matter on how many scenes it is included on, if it can done then that's all that matters.
 
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oh you two crazy guyz and your physx arguments.

c'mon kiss and make up

lol I'm not too bothered either way (other than I hate game technology being held back because of "beauracry") at the end of the day people can carry on burying their heads in the sand but hardware accelerated physics are the future and aren't just going to go away (unless intel brings out some miracle CPU in the next 12-18 months).
 
lol I'm not too bothered either way (other than I hate game technology being held back because of "beauracry") at the end of the day people can carry on burying their heads in the sand but hardware accelerated physics are the future and aren't just going to go away (unless intel brings out some miracle CPU in the next 12-18 months).

Its not about THE hardware its about the PhysX which is not impressive enough for people to bother with adding hardware to run it.
These are games, not nuke simulations.

ATM the other software physics engines are quit capable of rending what has been seen in Physx games up to this point the level of accuracy of eyecandy physics is not as important as you make out to most of the worlds gamers.
 
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There is no software engine capable of doing what you see in cryostasis above single digit fps and most of the effects in mirrors edge while not running the most optimal of performance would tax a software implementation too serverely to be useful.

And even if we don't take flashy physics effects into account 3D fps game engines are converging on a point where software physics can't run fast enough to simulate physics on simple bodies with a moderate degree of accuracy.
 
I imagine the Bullet Physics library, which is going to be supporting OpenCL (currently supports CUDA), will likely become a very popular engine if PhysX only works on Nvidia cards.
 
Dont care, fact is I can run it with physx at 1920*1200 with AA with a good framerate without a seperate add in card for physx, thats all that matters.
 
Dont care, fact is I can run it with physx at 1920*1200 with AA with a good framerate without a seperate add in card for physx, thats all that matters.

Fact is, if only one company is competing in the market, you'll be seeing a lot of the same for the next 5 years or so.
 
Fact is, if only one company is competing in the market, you'll be seeing a lot of the same for the next 5 years or so.

Really!!, So i'll all be able to continue playing games for the next 5 years with physx enabled at 1920*1200 with AA with a good framerate without a seperate add in card for physx, awesome! :D
 
Really!!, So i'll all be able to continue playing games for the next 5 years with physx enabled at 1920*1200 with AA with a good framerate without a seperate add in card for physx, awesome! :D

Uh huh, and otherwise, we'd all be playing at 2560x1600 instead. :rolleyes:
 
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